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    Maelstrom New Horizons


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animist quest

i'm not sure about the ship inside the tavern thing though. i only know that i had it happen a few times, but i'm not sure if it was with the quest. anyway, i think it should be prevented that you can board those two ships.
 
Whahaha! Then it's going to be "first to fire wins". Solution: Build two cannons!
 
I moved discussion on an animist quest bug here, because I don't want bug reports in the Serious Build Bugfinding Effort thread.
 
look like i posted in the wrong topic. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> ah, so you moved it here.
 
<!--quoteo(post=219132:date=Oct 27 2007, 03:56 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 27 2007, 03:56 PM) [snapback]219132[/snapback]</div><div class='quotemain'><!--quotec-->i'm not sure about the ship inside the tavern thing though. i only know that i had it happen a few times, but i'm not sure if it was with the quest. anyway, i think it should be prevented that you can board those two ships.<!--QuoteEnd--></div><!--QuoteEEnd-->

Good point!
Totally agreed that if boarding of those two ships is prevented, the black-out/crash would dissapear.
My own system's CPU log showed capacity request exceeding allocated max. - which lead my thoughts towards the fact that the Montanez barque requires itself a slot "reservation" as companion in case you win. Needless to say that the game would crash with any attempt by the unaware to sail to the resque of Montanez with two ships equal two slots, then take the two satanist prizes using hereby all four available slots - which leaves no room for the quest ship.
Defininitely to be taken into account for the sake of a playable version for any new player.

Boarding however has not caused me any black out/overload. I could board them, slash them and loot them.

My CPU on the other hand reacted wildly, when other ships around Oxbay - and outside my battle or field of view - started to surrender, creating hereby what seems an indefinite set of options the longer time the battle took. Whenever the Montanez surrendered it came along with a black out.

I can also confirm that sinking the two satanist ships as quick as possible lead to the continuation of the quest without problems. I might however want to look into the ini. file for the Montanez barque (and questchar. specs.) to see if for instance a change into a bigger ship would help along.

Preventing boarding of the satanist ships is easy by changing their condition to false - but then you have to pound them endlessly in order to sink them - and Montanez being for instance a fleut would make a difference without ruinning the battle experience.

My thought is to give the Montanez a bit more substance an let it take a bigger part in the battle.
 
I'm afraid I don't quite understand what it is exactly that happens. You board the Montanez and then what? Do the problems only occur when the ship surrenders? Do you get trouble when hiring the animist captain as officer?
 
um...pieter...what the hell are you talking about? the montanez is the ship you're supposed to save, and we're talking about two different problems here, not one.

i never have that much trouble with sinking them. usually takes a single broadside a ship. that might explain why i've never encountered any problems except for the wierd stuff when you board the last of the two ships. i think that the battle is pretty well balanced. you can save the montanez if you put some effort into it, but it's just as probable that it gets sunk. the ships supposed to be in danger of being sunk. if it's a bigger ship, it might as just as well fight off the satanists without your help, making that part in the quest largely redundant.
 
LOL. I'm confused. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
apparantly. i'm just generally nuts, so that could be called confused as well. sometimes, however, a slight ray of sanity comes through the cloud of craziness. but not much. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=219245:date=Oct 28 2007, 01:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 28 2007, 01:29 PM) [snapback]219245[/snapback]</div><div class='quotemain'><!--quotec-->LOL. I'm confused. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


<img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
Sorry mates! I'm on the watch!
From home I would have posted a log. But anyway, here is the deal. It never happened in the stock game and earlier versions - but with the ship-surrender option enabled in the options menu. The Montanez surrenders ... to the enemy?...just as many other ships in the different random ship groups that occur around islands.
The black-outs I have experienced happen if Montanez surrendered ... to whoever it obviously choses to... before a clear outcome of the battle between main character and the attacking animist ships "666" and "Black Heart".
Making it last longer was just a thought - <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> it doesn't have to be that big as to become the main actor in the battle though!
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Morgan has a point in the fact that a change in size shouldn' make the quest uninteresting. My concern was somehow to prevent it from random surrendering durring this battle.

If this doesn't happen, then the quest goes on fine, you talk to it captain at the tavern and it becomes companion until the Isla Muelle, or it gets sunk and the quest still goes on, unless the separate issue explained by Morgan occures.
 
<!--quoteo(post=219280:date=Oct 28 2007, 02:12 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Oct 28 2007, 02:12 PM) [snapback]219280[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=219245:date=Oct 28 2007, 01:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 28 2007, 01:29 PM) [snapback]219245[/snapback]</div><div class='quotemain'><!--quotec-->LOL. I'm confused. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


<img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
Sorry mates! I'm on the watch!
From home I would have posted a log.<!--QuoteEnd--></div><!--QuoteEEnd-->

All right now, I'm back with my beloved game!
I tried to replay the battle as similar as possible to the experience mentioned.
So here is the log from embarking at Isla Muelle until the blackout :
"auging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 352 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 396
Gauging: models
Gauging: goods
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 656
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 67 entries.
InitMusic: created 40 entries.
InitGreetings: created 245 entries.
InitTalks: created 20 entries.
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 645
ItemLogic: On load location ShipDeck2
ItemLogic: found 0 buttons
ResumeAllSounds
ResetSoundScheme
SetSoundScheme: own_deck
SETTING MUSIC: music_spokplavanie
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 67 entries.
InitMusic: created 40 entries.
InitGreetings: created 245 entries.
InitTalks: created 20 entries.
ResetSoundScheme
SetSoundScheme: own_deck
SETTING MUSIC: music_spokplavanie
ResetSoundScheme
PauseAllSounds
ItemLogic: On unload location
Load from location to sea sLoc = l3, x = 6.6219,z = 828.104
SEA: SeaLogin begin
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SEA: SeaLogin end
Whr_UpdateWeather start weather update Time: 20:01
Whr_UpdateWeather finish weather update
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather
wdmCheckMoneyData on day: 19
wdmCheckMoneyData on day: 7
PauseAllSounds
SEA: SeaLogin begin
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SEA: SeaLogin end
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 3 (port). Fix: 0
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 3 (port). Fix: 0
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 2 (stern). Fix: 0
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 2 (stern). Fix: 0
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 0 (bow). Fix: 0
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 0 (bow). Fix: 0
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 3 (port). Fix: 0
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 1 (starboard). Fix: 1
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 1 (starboard). Fix: 0
SURR: for char CrOxbay1 of ship Adventure Prize surrender chance is 3
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char CrOxbay1 of ship Adventure Prize has lost a gun from arc 1 (starboard). Fix: 0
SURR: for char CrOxbay1 of ship Adventure Prize surrender chance is 3
ShipDead: iDeadCharacterIndex = 1144, iKillStatus = 1, iKillerCharacterIndex = 482
*** Group_UpdateGroup: begin id: CrOxbay1 ***
*** Group_UpdateGroup: Ships quantity in group: 2 ***
*** Group_UpdateGroup: Commander changed to CrOxbay2 ***
Add good : gunpowder, rCharacter.id = CrOxbay1, iQuantity = 4
Add good : sailcloth, rCharacter.id = CrOxbay1, iQuantity = 5
Add good : planks, rCharacter.id = CrOxbay1, iQuantity = 1
Add good : wheat, rCharacter.id = CrOxbay1, iQuantity = 8
Add good : rum, rCharacter.id = CrOxbay1, iQuantity = 3
Add good : cinnamon, rCharacter.id = CrOxbay1, iQuantity = 38
Add good : tobacco, rCharacter.id = CrOxbay1, iQuantity = 9
Add good : leather, rCharacter.id = CrOxbay1, iQuantity = 93
Add good : Oil, rCharacter.id = CrOxbay1, iQuantity = 4
Add good : Oil, rCharacter.id = CrOxbay1, iQuantity = 4
Add good : Oil, rCharacter.id = CrOxbay1, iQuantity = 10
Add good : Oil, rCharacter.id = CrOxbay1, iQuantity = 4
Canloss: char CrOxbay2 of ship Pelletier has lost a gun from arc 2 (stern). Fix: 0
Canloss: char CrOxbay2 of ship Pelletier has lost a gun from arc 2 (stern). Fix: 0
Canloss: char CrOxbay2 of ship Pelletier has lost a gun from arc 0 (bow). Fix: 0
Canloss: char CrOxbay2 of ship Pelletier has lost a gun from arc 0 (bow). Fix: 0
Canloss: char CrOxbay2 of ship Pelletier has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char CrOxbay2 of ship Pelletier has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char Blaze of ship HMS Resource has lost a gun from arc 2 (stern). Fix: 0
ShipDead: iDeadCharacterIndex = 1145, iKillStatus = 1, iKillerCharacterIndex = 484
*** Group_UpdateGroup: begin id: CrOxbay2 ***
*** Group_UpdateGroup: Ships quantity in group: 1 ***
*** Group_UpdateGroup: No other ships to change commander to ***
Add good : gunpowder, rCharacter.id = CrOxbay2, iQuantity = 3
Add good : sailcloth, rCharacter.id = CrOxbay2, iQuantity = 2
Add good : planks, rCharacter.id = CrOxbay2, iQuantity = 1
Add good : rum, rCharacter.id = CrOxbay2, iQuantity = 8
Add good : sandal, rCharacter.id = CrOxbay2, iQuantity = 4
Add good : ale, rCharacter.id = CrOxbay2, iQuantity = 6
Add good : cotton, rCharacter.id = CrOxbay2, iQuantity = 18
Add good : Oil, rCharacter.id = CrOxbay2, iQuantity = 1
Add good : Oil, rCharacter.id = CrOxbay2, iQuantity = 10
Add good : Oil, rCharacter.id = CrOxbay2, iQuantity = 6
Add good : Oil, rCharacter.id = CrOxbay2, iQuantity = 6
Whr_UpdateWeather start weather update Time: 19:04
Whr_UpdateWeather finish weather update
Canloss: char Blaze of ship HMS Resource has lost a gun from arc 0 (bow). Fix: 0
Canloss: char Blaze of ship HMS Resource has lost a gun from arc 0 (bow). Fix: 0
Canloss: char Blaze of ship HMS Resource has lost a gun from arc 3 (port). Fix: 1
For character 606 fall Mast name mast2 has index 2
For character 606 fall Mast name mast3 has index 3
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 0
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 0
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 0
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 0
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 0
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
PauseAllSounds
ResetSoundScheme
FindFreeCabinCaptain: Enc_CabinCaptain_0 found with index of 1220
FindFreeCabinCaptain: returned index 1220
ItemLogic: On load location BOARDING_DOUBLE_DECK_MIDDLE_BIG
ItemLogic: found 0 buttons
ResumeAllSounds
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_gorod
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
LAi_CreateFantomCharacter -> can't teleportation character to <rld::aloc8>
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
LAi_CreateFantomCharacter -> can't teleportation character to <rld::aloc9>
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
SETTING MUSIC: music_bitva
SETTING MUSIC: music_abordage
SETTING MUSIC: music_bitva
BOARDING: GiveItemsBack blade returned: blade28+2
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
ResetSoundScheme
PauseAllSounds
ItemLogic: On unload location
*** Group_UpdateGroup: begin id: Mystery_Man_02 ***
*** Group_UpdateGroup: Ships quantity in group: 2 ***
*** Group_UpdateGroup: character Mystery_Man_02 was not group commander ***
PauseAllSounds
ResetSoundScheme
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SETTING MUSIC: music_sea_battle
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
Canloss: char Enc_Officer_3 of ship 666 has lost a gun from arc 0 (bow). Fix: 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
For character 605 fall Mast name mast3 has index 3
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
SURR: for char Mergildo Hurtado of ship Montanez surrender chance is 1
PauseAllSounds
ResetSoundScheme
FindFreeCabinCaptain: Enc_CabinCaptain_0 found with index of 1220
FindFreeCabinCaptain: returned index 1220
ItemLogic: On load location BOARDING_DOUBLE_DECK_SMALL_BIG
ItemLogic: found 0 buttons
ResumeAllSounds
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_gorod
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
BOARDING: FindLockerItemByGroup grabbed: blade28+3
BOARDING: FindLockerItemByGroup grabbed: pistol2+2
BOARDING: FindLockerItemByGroup grabbed: commonarmor
SETTING MUSIC: music_bitva
SETTING MUSIC: music_abordage
SETTING MUSIC: music_bitva
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+2
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
BOARDING: GiveItemsBack blade returned: blade28+3
BOARDING: GiveItemsBack gun returned: pistol2+2
BOARDING: GiveItemsBack armor returned: commonarmor
ResetSoundScheme
PauseAllSounds
ItemLogic: On unload location
*** Group_UpdateGroup: begin id: Mystery_Man_01 ***
*** Group_UpdateGroup: Ships quantity in group: 1 ***
*** Group_UpdateGroup: No other ships to change commander to ***
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
ResumeAllSounds
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
SetCharacterTask_GotoPoint -> locator 'stay2' in group 'tables' not found
Template <goto> -> path not found chr.id = Greenford_officiant"

Hope it helps!
 
HOW many guns did you destroy? <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> you sure gave those ships at oxbay a hard time didn't you? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

so if i'm correct, you boarded both satanist vessels, right? it doesn't really look like anything could have triggered the surrender, except the montanez being hit. i can't make much sense out of the last bit, but it obviously can't find a lot of things.
 
<!--quoteo(post=219353:date=Oct 28 2007, 10:05 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 28 2007, 10:05 PM) [snapback]219353[/snapback]</div><div class='quotemain'><!--quotec-->HOW many guns did you destroy? <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> you sure gave those ships at oxbay a hard time didn't you? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

so if i'm correct, you boarded both satanist vessels, right? it doesn't really look like anything could have triggered the surrender, except the montanez being hit. i can't make much sense out of the last bit, but it obviously can't find a lot of things.<!--QuoteEnd--></div><!--QuoteEEnd-->

True, that switching the game on directly back from work made me send a couple of ekstra broadsides... just to feel better upon a hard job done on half time...
... since I have used the other half to confuse you guys, with my posts <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

And you are correct, I have boarded both ships and looted some of the copses just to kill some time awaiting for the Montanez to surrender ... which she did...

Last bit I guess refers just to the black out. But don't take me wrong: I'm still just guessing!
 
It is possible to completely disable the surrender chance of a certain character. All we'd need to do is to set the Montanez's captain to never surrender.
 
<!--quoteo(post=219280:date=Oct 28 2007, 02:12 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Oct 28 2007, 02:12 PM) [snapback]219280[/snapback]</div><div class='quotemain'><!--quotec-->Sorry mates! I'm on the watch!<!--QuoteEnd--></div><!--QuoteEEnd-->

Undskyld, men bare af nysgerrighed - hvad laver du når du er "on watch"? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Find "Mergildo Hurtado" in PROGRAM\Characters\init\TempQuestCharacters.c and add the line <i>ch.nosurrender = 2;</i> below his ship-related lines:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    ch.Ship.Name = "Montanez";
    ch.Ship.Type = "Barque1"; // PRS3
    ch.Ship.Stopped = true;
    ch.nosurrender = 2;<!--c2--></div><!--ec2-->That should disable surrendering for this character. Note that you might need to start a new game for this change to take effect, though perhaps a reinit (F11) would suffice.
 
<!--quoteo(post=219428:date=Oct 29 2007, 12:04 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 29 2007, 12:04 PM) [snapback]219428[/snapback]</div><div class='quotemain'><!--quotec-->...Note that you might need to start a new game for this change to take effect, though perhaps a reinit (F11) would suffice.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or if not, then the console.c might work.
 
Very true. Line <i>Characters[GetCharacterIndex("Mergildo Hurtado")].nosurrender = 2;</i> in PROGRAM\console.c below<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void ExecuteConsole()
{
    ref pchar = GetMainCharacter();
    ref ch;
    int i;<!--c2--></div><!--ec2-->then press F12 in your currently loaded game to prevent the Montanez from surrendering.
 
<!--quoteo(post=219422:date=Oct 29 2007, 04:37 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Oct 29 2007, 04:37 PM) [snapback]219422[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=219280:date=Oct 28 2007, 02:12 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Oct 28 2007, 02:12 PM) [snapback]219280[/snapback]</div><div class='quotemain'><!--quotec-->Sorry mates! I'm on the watch!<!--QuoteEnd--></div><!--QuoteEEnd-->

Undskyld, men bare af nysgerrighed - hvad laver du når du er "on watch"? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Du behøver aldeles ikke sige undskyld!
... <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Ser blot på himlen i Kastrup lufthavn <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> ...
 
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